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(1 edit) (+1)

Yeah, that really depends on your implementation then ¦3

Usually, the update loop is based on requestAnimationFrame, which can return inconsistent durations. If you apply a force for 0.00161 seconds, it will be different from applying the same force for 0.00159 seconds. This delta time can be used for animations and visual stuff, but for consistent simulation, it's better to use a hardcoded step (usually referred to as a "fixed update" in different engines and articles), for example, exactly 0.0015, and sometimes you may have more or less than 1 physical step per rendered frame.

But I checked your code, and it seems that you already use the fixed update, so all of that explanation does not make much sense ¦3

Thanks, good luck to you too!